Storage medium, information processing apparatus, information processing system and information processing method

ABSTRACT

A non-limiting example game apparatus includes a display device, and a card display screen including an image of a card object is displayed on the display device. The image of the card object is constituted by a character image arranged in the front most and a composite image that is arranged at a back thereof, and with the composite image is obtained by combining a color change image, a background image and a pattern image. The color change image includes a plurality of polygons, and a color of each of vertices is set so as to cyclically change according to an attitude of the game apparatus and respective vertices positions of the plurality of polygons. The color change image and the background image are combined with each other, so that brightness of the background image cyclically changes according to the color of the color change image that cyclically changes.

CROSS REFERENCE OF RELATED APPLICATION

The disclosure of Japanese patent application No. 2016-208450 filed onOct. 25, 2016 is incorporated by reference.

FIELD

This application explains a storage medium, information processingapparatus, information processing system and information processingmethod, which generating an image according to an attitude of apredetermined apparatus a user operates.

SUMMARY

It is a primary object to provide a novel storage medium, informationprocessing apparatus, information processing system and informationprocessing method.

Moreover, it is another object to provide a storage medium, informationprocessing apparatus, information processing system and informationprocessing method, capable of making an image look luxurious inaccordance with a way of viewing of a user.

A first embodiment is a non-transitory computer readable storage mediumstoring an information processing program to be executed by a computerof an information processing apparatus that displays a first image on adisplay portion, wherein the information processing program causes oneor more processors of the computer to perform: an attitude calculationstep, a color control step, and an image generation step. In theattitude calculation step, an attitude of an apparatus that a useroperates is calculated. In the color control step, a color is set for adisplay object so as to change according to a predetermined transitionin accordance with an attitude and a display position or a positionwithin the display object. In the image generation step, the first imageincluding the display object is generated.

According to the first embodiment, since the color in the display objectis set so as to change according to the predetermined transition that isdetermined in advance in accordance with the attitude of thepredetermined apparatus user operates and the display position or theposition within the display object, in the first image, a color(brightness) of the display object at least is changed. That is,according to a relative positional relationship between the displaydevice and the user, the image is changed so that the display objectshines glitteringly. Thus, it is possible to show the image luxuriouslyaccording to a way of viewing of the user.

A second embodiment is the storage medium according to the firstembodiment, wherein the color control step causes the one or moreprocessors to set a color so as to change cyclically according to theattitude and the display position or the position within the displayobject.

According to the second embodiment, since the color is set so as to bechanged cyclically, the brightness can be changed even at the samedisplay position. Therefore, the predetermined display object iscyclically changed so as to shine glitteringly.

A third embodiment is according to the second embodiment, wherein thecolor control step causes the one or more processors to set a colorbased on a sine function or a cosine function that adds a parameterindicating the attitude and the display position or the position withinthe display object to a phase.

According to the third embodiment, since a sine function or a cosinefunction is used, it is possible to change a color within the displayobject cyclically.

A fourth embodiment is according to the third embodiment, wherein thecolor control step causes the one or more processors not to set a colorwhen a value of a sine function or a cosine function is equal to or lessthan a predetermined value.

A fifth embodiment is according to the first embodiment, wherein thecolor control step causes the one or more processors to set a colorbased on a transition that is determined in advance for each colorcomponent. For example, a color value is calculated by the transitionthat is determined in advance for each of the color R, G, B.

A sixth embodiment is according to the first embodiment, wherein theimage generation step causes the one or more processors to generate thefirst image including a second image for a predetermined character inaddition to the predetermined display object.

According to the sixth embodiment, it is possible to make thepredetermined character look luxurious by making the predetermineddisplay object glittering.

A seventh embodiment is according to the first embodiment, wherein theimage generation step causes the one or more processors to generate thefirst image so that a predetermined third image is combined with a colorthat is set in the color control step with respect to the predetermineddisplay object.

According to the seventh embodiment, since the third predetermined imageis combined, by attaching a pattern to the third image, for example, itis possible to express the pattern to the first image according to thechange of the brightness of the predetermined display object.

An eighth embodiment is according to the first embodiment, wherein thepredetermined display object is constituted by a polygon model in avirtual space, and the color control step causes the one or moreprocessors to determine a color of each of vertices polygons of thepredetermined display object based on a transition that is determined inadvance and to determine a color of another portion throughinterpolation between vertices.

According to the eighth embodiment, since the predetermined displayobject is constituted by the polygon model, if the color of each of thevertices is calculated, the color of portions other than the vertex ofthe polygon can be interpolated using the color between vertices by adedicated circuit, for example, and therefore, a color setting issimple.

A ninth embodiment is according to the eighth embodiment, wherein aplurality of correspondence relationships of a color corresponding tothe attitude and a vertex position are determined, and the color controlstep causes the one or more processors to determine a colorcorresponding to the attitude and the vertex position based on one ofthe correspondence relationships determined for each vertex.

According to the ninth embodiment, since the plurality of correspondencerelationships of the color corresponding to the attitude and the vertexposition are determined, it is possible to make a transition of colordiffer depending on the correspondence relationship.

A tenth embodiment is according to the ninth embodiment, wherein thecorrespondence relationship is set so that a color is cyclically changedbased on the attitude and the vertex position, and among the pluralityof correspondence relationships, at least two of the correspondencerelationships are different in a frequency of a color change. Therefore,the number of times that a waveform goes up and down during a time thatthe phase changes by only a predetermined angle differs.

According to the tenth embodiment, since the number of times that awaveform goes up and down during a time that the phase changes by only apredetermined angle differs, it is possible to make a transition ofcolor differ.

An eleventh embodiment is according to the first embodiment, wherein thepredetermined apparatus is an information processing apparatus.

According to the eleventh embodiment, the color of the predetermineddisplay object can be changed according to the attitude of theinformation processing apparatus.

A twelfth embodiment is a non-transitory computer readable storagemedium storing an information processing program to be executed by acomputer of an information processing apparatus that displays a firstimage on a display portion, wherein the information processing programcauses one or more processors of the computer to perform: a relativeposition calculation step, a color control step, and an image generationstep. In the relative position calculation step, a relative positionalrelationship between a display portion and a user is calculated. In thecolor control step, a color is set for a display object so as to changeaccording to a predetermined transition in accordance with the relativepositional relationship and a display position or a position within thedisplay object. In the image generation step, the first image includingthe display object is generated.

A thirteenth embodiment is an information processing apparatus thatdisplays a first image on a display portion, comprising: an attitudecalculation portion configured to calculate an attitude of an apparatusthat a user operates; a color control portion configured to set a colorfor a display object so as to change according to a predeterminedtransition in accordance with an attitude and a display position or aposition within the display object; and an image generation portionconfigured to generate the first image including the display object.

A fourteenth embodiment is an information processing system thatdisplays a first image on a display portion, comprising: an attitudecalculation portion configured to calculate an attitude of an apparatusthat a user operates; a color control portion configured to set a colorfor a display object so as to change according to a predeterminedtransition in accordance with an attitude and a display position or aposition within the display object; and an image generation portionconfigured to generate the first image including the display object.

A fifteenth embodiment is an information processing method of a computerthat displays a first image on a display portion, wherein the computerperforms steps of: (a) calculating an attitude of an apparatus that auser operates; (b) setting a color for a display object so as to changeaccording to a predetermined transition in accordance with an attitudeand a display position or a position within the display object; and (c)generating the first image including the display object.

According to one of the twelfth to fifteenth embodiments, as similar tothe first embodiment, it is possible to show the image luxuriouslyaccording to the way of viewing of the user.

The above described objects and other objects, features, aspects andadvantages of the embodiments will become more apparent from thefollowing detailed description when taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing non-limiting example electricstructure of a game apparatus.

FIG. 2 is an illustration view showing a non-limiting example carddisplay screen that is displayed on a display device of the gameapparatus shown in FIG. 1.

FIG. 3A is an illustration view showing a non-limiting example firstdisplay of a card object shown in FIG. 2, and FIG. 3B is an illustrationview showing a non-limiting example second display of the card objectshown in FIG. 2.

FIG. 4A is an illustration view showing a non-limiting example thirddisplay of a card object shown in FIG. 2, and FIG. 4B is an illustrationview showing a non-limiting example fourth display of the card objectshown in FIG. 2.

FIG. 5 is an illustration view showing non-limiting example structure ofa card object.

FIG. 6A is an illustration view showing a non-limiting example colorchange image constituting the card object, and FIG. 6B is anillustration view non-limiting example specific structure of the colorchange image.

FIG. 7A is an illustration view showing a non-limiting example patternthat is attached to a divided region included in a pattern image, andFIG. 7B is an illustration view showing some patterns of the patternimage.

FIG. 8 is an illustration view showing a non-limiting example table ofparameters to be set to an equation for calculating a color of each ofvertices of a plurality of polygons constituting the color change image.

FIG. 9 is a waveform chart showing a part of a non-limiting examplechange of a color value with respect to a phase when setting a certainparameter.

FIG. 10 is an illustration view showing a non-limiting examplecalculation result obtained by calculating colors of a part of verticesof the plurality of polygons constituting the color change image in caseof first attitude.

FIG. 11 is an illustration view showing a non-limiting examplecalculation result obtained by calculating colors of another part of thevertices of the plurality of polygons constituting the color changeimage in the case of first attitude.

FIG. 12 is an illustration view showing a non-limiting examplecalculation result obtained by calculating colors of a further part ofthe vertices of the plurality of polygons constituting the color changeimage in the case of first attitude.

FIG. 13 is an illustration view showing a non-limiting examplecalculation result obtained by calculating colors of a part of verticesof the plurality of polygons constituting the color change image in caseof second attitude.

FIG. 14 is an illustration view showing a non-limiting examplecalculation result obtained by calculating colors of a part of verticesof the plurality of polygons constituting the color change image in caseof third attitude.

FIG. 15 is an illustration view showing a non-limiting example memorymap of a RAM incorporated in the game apparatus shown in FIG. 1.

FIG. 16 is a flow chart showing non-limiting example game processing ofa CPU incorporated in the game apparatus shown in FIG. 1.

FIG. 17 is a flow chart showing a part of non-limiting example colorcalculation processing of the CPU incorporated in the game apparatusshown in FIG. 1.

FIG. 18 is a flow chart showing another part of the non-limiting examplecolor calculation processing of the CPU incorporated in the gameapparatus shown in FIG. 1, following FIG. 17.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

With referring to FIG. 1, a non-limiting example game apparatus 10includes a CPU 20, and a RAM 22, a flash memory 24, a gyro sensor 26, acamera 28, an input device 30, an image generation circuit 32 and a D/Aconverter 34 are connected to the CPU 20. Moreover, a display device 36is connected to the image generation circuit 32, and a speaker 38 isconnected to the D/A converter 34.

For example, the game apparatus 10 of this embodiment is a portableinformation processing apparatus, but it is not necessary to be limitedto a game dedicated machine, and may be a mobile terminal having a gamefunction. A typical example of the mobile terminal having a gamefunction is a feature phone or a smart phone.

The CPU 20 is in charge of overall control of the game apparatus 12. TheRAM 22 is a volatile storage medium, and is used as a working memory anda buffer memory for the CPU 20. The flash memory 24 is a nonvolatilestorage medium, and is used in order to store an application programsuch as a game and to store (save) various kinds of data.

However, there is no necessity that an application is limited to a gameapplication, various kinds of application such as a document productionapplication, an email application, a painting application, a characteror letter practice application, a linguistic training application, alearning application, etc. are executable.

The gyro sensor 26 detects angular velocities (ωx, ωy, ωz) aroundrespective axes of an X axis, a Y axis and a Z axis as shown in FIG. 2,and inputs detected angular velocities to the CPU 20. However, theangular velocity is converted into digital data from an analog signalwhen being input to the CPU 20.

Although a housing of the game apparatus 10 is omitted in FIG. 2, athree-dimensional coordinate system is set to the game apparatus 10(display device 36) in such manner that the X axis is set in ahorizontal direction (right and left direction) of the game apparatus10, the Y axis is set in a front and back direction of the gameapparatus 10 (vertical direction to a display surface of the displaydevice 36), and the Z axis is set in a vertical direction (up and downdirection) of the game apparatus 10.

Therefore, the gyro sensor 26 detects an angular velocity around an axisin the vertical direction of the game apparatus 10 (an up and downdirection of the display device 36), i.e. the Z axis, an angularvelocity around an axis in the horizontal direction of the gameapparatus 10 (a right and left direction of the display device 36), i.e.the X axis, and an angular velocity around an axis in the front and backdirection of the game apparatus 10 (vertical direction to the displaysurface of the display device 36), i.e. the Y axis. It should be notedthat the angular velocity output from the gyro sensor 26 is expressed byan angle by a degree measure (a frequency method), and the rotationaround the Z axis is represented by a roll angle, the rotation aroundthe X axis is represented by a pitch angle, and the rotation around theY axis is represented by a yaw angle. Although a gyro sensor of apiezo-electric vibration type is typically used for this gyro sensor 26,a gyro sensor of other types may be used.

The camera 28 is an imaging device using a CCD or CMOS, and is providedoutside a range of the display surface of the display device 36, forexample, so that a lens is arranged on the same surface side (the samedirection) as the display surface of the display device 36. The camera28 can also be called an input means (image sensor) in a point ofinputting an imaged image to the CPU 20.

The input device 30 are various kinds of push buttons or switches (inputmeans) that are provided on the game apparatus 10, for example, and areused by a player or user (hereinafter, simply called “player”) forvarious kinds of operations such as menu selection and a game operation.However, as the input device 30, instead of the push buttons orswitches, or together with the push buttons or switches, an input meanssuch as a pointing device (a touch panel etc.), a microphone, etc. maybe provided. Furthermore, the touch panel may be built into the displaydevice 36 described later. The display device 36 in this case is a touchpanel integral type display device.

The image generation circuit 32 is used in order to display, underinstructions of the CPU 20, various images such as a game image on thedisplay device 36. Although illustration is omitted, the imagegeneration circuit 32 incorporates therein a GPU and a video RAM (VRAM).Moreover, the image generation circuit 32 also incorporates therein adedicated circuit for performing linear interpolation processing. In thelinear interpolation processing, the color value of each point (pixel)in the polygon is interpolated (calculated) from the color values of therespective vertices of the polygon.

The D/A converter 34 converts sound data applied from the CPU 20 into ananalog game sound signal, and outputs the same to the speaker 38. Inaddition, the game sound means a sound signal corresponding to a soundrequired for the game, such as an imitation sound of a game character orobject, sound effect and music (BGM).

In addition, the electric structure of the game apparatus 10 shown inFIG. 1 is a mere example, and it does not need to be limited to this.For example, the camera 28 can be omitted. Moreover, the game apparatus10 may be provided with a communication module for performingcommunication with other equipment directly or via a network.

In the above-described game apparatus 10, it is possible to play a gamein a three-dimensional virtual space (in a virtual game space). Althoughdetailed description is omitted, in the virtual game space, virtualobjects such as plants (including flowers) objects, terrain objects andbuilding objects are provided and a player character is arranged.Moreover, in the virtual game space, there are also arranged non-playercharacters such as an enemy character, a wild monster character, anopponent's character, a villager character, etc. Furthermore, an itemcharacter is arranged in the virtual game space. An image obtained byimaging such a virtual game space with a virtual camera (not shown) isdisplayed on the display device 36 as a game screen. Specifically, athree-dimensional virtual game space image viewed from a specificviewpoint (virtual camera) is drawn using perspective projectionconversion and displayed as the game screen.

In a game of this embodiment, the player can capture (collect) thecharacter of the wild monster by operating the player character and makeit a fellow character. Moreover, the player can make the fellowcharacter fight with the character of the monster owned by the enemycharacter. Furthermore, the player can train (raise) the fellowcharacter and raise its level. For example, an offensive power or/anddefensive power can be strengthened. However, the fellow character mayevolve (deform) in some cases.

Moreover, the non-player character and the item character as describedabove also include a predetermined character (object) that is notdirectly related to a main part of the game. For example, thepredetermined object is arranged (hidden) in the virtual game space as acollection element not directly related to the progress of the game, andis collected by the player or the player character. However, thepredetermined object may be distributed in response to occurrence of apredetermined event in the game.

A non-limiting example card display screen 100 that is displayed on thedisplay device 36 in the game of this embodiment is shown in FIG. 2. Inthe card display screen 100, a card object 102 is displayed in a wholerange of the display surface. The card object 102 is an example of theabove-described predetermined object.

As shown in FIGS. 3A and 3B and FIGS. 4A and 4B, the card object 102 isan object imitating a card that is used in a card game etc. Moreover,even in a game other than the card game, the card object may be one forexpressing a page of pictorial books such as a monster, for examplewhile imitating a card. At the center of the card object 102, an image(character image) 104 for the character of the monster is drawn(displayed). Moreover, as described later, a composite image 120obtained by combining a color change image 106, a background image 108and a pattern image 110 is drawn (displayed) on a back side of thecharacter image 104. Moreover, in the background image 108, a name area108 a for indicating a name of character (here, “character C”), etc. isdisplayed (provided) at the lower right position of the character image104.

As for the card object 102 of this embodiment, when an attitude ischanged by tilting the game apparatus 10, a part of the background otherthan the character image 104 is displayed so as to shine or disappear.Therefore, the display of the card object 102 is changed so as to makethe character image 104 look luxurious. Specifically, like an actualcard called a hologram card, a kira card, etc., it is possible toproduce an appearance that the shining changes depending on a viewingangle.

According to the attitude of the game apparatus 10 (direction of thedisplay surface of the display device 36) and a display position in thecard display screen 100, a color of the color change image 106 thatconstitutes the card object 102 is set. The color change image 106 thatthe color is set is combined with the background image 108. That is, animage is changed according to a relative positional relationship betweenthe game apparatus 10 (display device 36) and the player in thethree-dimensional real space.

As described above, the three-dimensional coordinate system is set tothe game apparatus 10 (display device 36), and the angular velocitiesaround the respective three-dimensional axes are detected by the gyrosensor 26, and therefore, the attitude of the game apparatus 10 (displaydevice 36) can be calculated based on the angular velocities around therespective axes that are output from the gyro sensor 26.

Specifically, it is possible to calculate how much of rotation from thereference or predetermined state is based on the angular velocity.

FIGS. 3A and 3B and FIGS. 4A and 4B show a manner that the display ofthe card object 102 is changed when changing the attitude of the gameapparatus 10 gradually. However, in the drawing, a color image is notshown, but expressing a manner that display of the card object 102 ischanged due to a change in brightness in gray scale.

Here, the card object 102 of FIG. 3A is displayed when the attitude ofthe game apparatus 10 is a first attitude, and the card object 102 ofFIG. 3B is displayed at the time of a second attitude, the card object102 of FIG. 4A is displayed at the time of a third attitude, and thecard object 102 of FIG. 4B is displayed at the time of a fourthattitude. In this embodiment, as the attitude of the game apparatus 10,an average value of the angles of the inclination around three axes isused for control. In addition, in another embodiment, a total value maybe used for control, or the control is made according to the inclinationin each of the three axes.

Although values are only example, the change of the angle from the firstattitude to the fourth attitude of the game apparatus 10 is as follows.In the pitch direction around the X axis (gyro angle X), the attitude ofthe game apparatus 10 is changed so that the angle in the minusdirection gradually increases. Specifically, the angle is changed as 1.1degrees, −0.8 degrees, −7.5 degrees and −8.4 degrees from the firstattitude to the fourth attitude. In the yaw direction around the Y axis(gyro angle Y), the attitude of the game apparatus 10 is changed in amanner that after the angle in the minus direction is increased, theangle in the minus direction is made small, and then, the angle in theminus direction is increased. Specifically, the angle is changed as−13.3 degrees, −41.6 degrees, −22.6 degrees and −32.8 degrees from thefirst attitude to the fourth attitude. Furthermore, in the rolldirection around the Z axis (gyro angle Z), the attitude of the gameapparatus 10 is changed in a manner that after the angle in the minusdirection is increased, the angle in the plus direction is increased.Specifically, the angle is changed as −4.1 degrees, −4.0 degrees, −12.0degrees and −12.0 degrees from the first attitude to the fourthattitude. The average value (gyro average) of the three angles ischanged as −4.1 degrees, −15.5 degrees, −6.0 degrees and −9.8 degreesfrom the first attitude to the fourth attitude, which value is used tocontrol the determination of the color.

In the card object 102 shown in FIG. 3A, a plurality of regions (rhombusregions) brightened in a rhombus shape (a shape that a square is rotatedby 45 degrees) are displayed from the upper right to the lower left inthe background image 108 in two lines with the predetermined interval.As will be described later, a color of a whole image is determined bydetermining the color of each of the vertices of the divided region 106a according to the display position in the color change image 106, andsince the color of the background image 108 corresponding to the displayposition of the vertex of each divided region 106 a may be different insome cases, each rhombus region is not necessarily the same brightness.

FIG. 3B shows the image of the card object 102 when the game apparatus10 is changed from the first attitude to the second attitude.

As understood by comparing FIG. 3A and FIG. 3B, the image of the cardobject 102 shown in FIG. 3B is brighter than the image of the cardobject 102 shown in FIG. 3A as a whole, and particularly, the backgroundimage 108 is made brighter band-like from the upper right to the lowerleft. Moreover, in a band-like bright portion, the pattern of thepattern image 110 on the back most side described later rises up.

FIG. 4A shows the image of the card object 102 when the game apparatus10 is changed from the second attitude to the third attitude.

As understood by comparing FIG. 3B and FIG. 4A, in the image of the cardobject 102 shown in FIG. 4A, the band-like bright portion of thebackground image 108 is shifted to the left side in comparison with theimage of the card object 102 shown in FIG. 3B. Therefore, in the cardobject 102 shown in FIG. 4A, a left half is made brighter than a righthalf. Moreover, in the image of the card object 102 shown in FIG. 4A, ina right end of the band-like bright portion, several rhombus regions aredisplayed side by side in the back side of the character image 104 in adirection of slant.

FIG. 4B shows the image of the card object 102 when the game apparatus10 is changed from the third attitude to the fourth attitude.

As understood by comparing FIG. 4A and FIG. 4B, in the image of the cardobject 102 shown in FIG. 4B, the band-like bright portion of thebackground images 108 appears right from the center. That is, when thegame apparatus 10 is changed from the third attitude to the fourthattitude, the band-like bright portion appears on the right side of thecard object 102 after passing through the left side of the card object102. Therefore, in the card object 102 shown in FIG. 4B, a right half ismade brighter than a left half. Moreover, in the image of the cardobject 102 shown in FIG. 4B, in a left end of the band-like brightportion, several rhombus regions are displayed side by side in the backside of the character image 104 in a direction of slant.

Thus, dependent on the change of the attitude of the game apparatus 10,and the position and brightness of a brighter portion change within thecard object 102. Moreover, although not included in the image of thecard object 102 shown in FIG. 3A, the band-like bright portion appearsin the image of the card object 102 shown in FIG. 3B, and moves as shownin FIG. 4A and FIG. 4B. Therefore, the card object 102 is displayed soas to shine glitteringly and the character image 104 looks luxurious.

The card object 102 includes the character image 104 and the compositeimage 120 as described above. The composite image 120 is an image thatthe color change image 106, the background image 108 and the patterimage 110 are combined. As shown in FIG. 5, the character image 104 isarranged (drawn) in the front most side. The color change image 106, thebackground image 108 and the pattern image 110 are arranged at the backside of the character image 104. The pattern image 110 is an image thatdefines a maximum value of brightness to the color change image 106, andthe color values (pixel values) of the color R, G, B of the pixels ofthe color change image 106 are changed in accordance with the pixelvalues of the pattern image 110 at the corresponding positions, and thepixel values of the background image 108 are further added theretobecome the pixel values of the composite image 120.

Although FIG. 5 is illustrated, for the sake of convenience, in a mannerthat the color change image 106, the background image 108 and thepattern image 110 are stacked in this order on the back side of thecharacter image 104, since the color change image 106, the backgroundimage 108 and the pattern image 110 are combined, such an order does notmatter.

For example, the image of the card object 102 is generated by drawingthe character image 104, the color change image 106, the backgroundimage 108 and the pattern image 110 arranged in different layers in athree-dimensional virtual game space, and by converting the drawn imageinto the coordinate system of the virtual camera, but may be generatedby performing the two-dimensional image processing in thetwo-dimensional virtual game space.

The character image 104 is an image of a character (game character)imitating a lion in an example of the drawings. However, the characterthat is displayed on the card object 102 does not need to be limited.For example, a game character imitating another animal or monster, afurther type of game character or an animation character may bedisplayed.

As shown in FIG. 6A and FIG. 6B, the color change image 106 is arectangular image, and is made somewhat larger than the background image108 (card object 102). The color change image 106 has a plurality ofquadrangular regions (divided regions) 106 a divided into a latticeshape. In this embodiment, the divided regions 106 a are arranged withnine (9) in the vertical direction and fifteen (15) in the horizontaldirection. Therefore, the color change image 106 includes 135 (9×15)divided regions 106 a. However, each of the divided regions 106 a isformed by combining two right triangle polygons. Moreover, in the colorchange image 106, as for two adjacent divided regions 106 a, polygonsare arranged so that the two adjacent divided regions 106 a become linesymmetry with respect to a line (side) that the same are in contact toeach other. Based on the color value calculated according to an equationdescribed later, a color is attached to each of the vertices of eachpolygon. For a portion other than the vertices, the color can bedetermined by the interpolation processing from the colors of thevertices as a function of the general GPU.

In addition, although an outline of the divided region 106 a isindicated in black in order to show intelligibly the color change image106 and the divided region 106 a in FIG. 6A and FIG. 6B, in fact, theoutline is also indicated by a color attached to the polygon.

Moreover, as shown in FIG. 6B, in the color change image 106, whennoting 2×2 divided regions 106 a, the nine (9) vertices are classifiedinto one (1) vertex (vertex of a first classification) in a positionthat is surrounded by eight (8) vertices and the vertices (vertices of asecond classification) in the other position. However, the vertices ofthe second classification are the above-described eight verticessurrounding the vertex of the first classification. In FIG. 6B, thevertex of the first classification is indicated by a white circle (whitedot), and the vertices of the second classification is indicated by ablack circle (black dot).

In this embodiment, as for the vertex of the first classification andthe vertex of the second classification, parameters to be set in theequation for calculating the color are changed. That is, the vertex ofthe first classification and the vertex of the second classification aredifferent from each other in a correspondence relationship. However,since the color of each of the vertices is also changed with theattitude of the game apparatus 10, it is possible to say that acorrespondence relationship of the color corresponding to the attitudeand the classification of each vertex differs. That is, a plurality ofcorrespondence relationships of the color are set. By doing in this way,the whole image does not change uniformly, but a state where a part ofthe image stands out strikingly or becomes invisible in a specificsituation occurs, whereby a higher directive effect can be obtained.

This is for making the card object 102 shine glitteringly and thecharacter image 104 look luxurious by changing the color of the colorchange image 106 and thus by changing the color (brightness) of thecomposite image 120.

Furthermore, in this embodiment, since the display position of eachvertex in the card object 102 is also taken into consideration whencalculating the color of each of the vertices of the divided region 106a, the display position of each vertex is expressed (managed) bytwo-dimensional coordinates. As shown in FIG. 6B, a two-dimensionalcoordinate system is set to the color change image 106, a horizontaldirection of the color change image 106 is a direction of an X axis, anda vertical direction of the color change image 106 is a direction of a Yaxis. Moreover, as shown in FIG. 6B, a direction toward right of thecolor change image 106 is a plus direction of the X axis, and adirection downward of the color change image 106 is a plus direction ofthe Y axis. Furthermore, the vertex at the upper left of the colorchange image 106 is set as the origin (0, 0). Moreover, the coordinatesof the vertex at the lower right of the color change image 106 are setas (14, 8).

Therefore, the coordinates of the vertices of the above-described firstclassification are (1, 1), (3, 1), (5, 1), (7, 1), (9, 1), (11, 1), (13,1), (1, 3), (3, 3), (5, 3), (7, 3), (9, 3), (11, 3), (13, 3), (1, 5),(3, 5), (5, 5), (7, 5), (9, 5), (11, 5), (13, 5), (1, 7), (3, 7), (5,7), (7, 7), (9, 7), (11, 7), and (13, 7), and the coordinates of thevertices of the second classification are the coordinates except thecoordinates of the vertex of the above-described first classificationamong (0, 0)-(14, 8).

The pattern image 110 is the same size as the color change image 106,and includes a plurality of divided regions 110 a. The divided region110 a has the same size and the same shape as the divided region 106 aof the color change image 106. As shown in FIG. 7A, a predeterminedpattern is attached to the divided region 110 a. The gray havingdifferent concentration is attached to this predetermined pattern.Moreover, in the pattern image 110, as shown in FIG. 7B, thepredetermined pattern is attached to each divided region 110 a so as tobecome symmetry in both the upper and lower direction and the right andleft direction in the adjacent divided regions 110 a.

In addition, a line segment that divides the divided regions 110 a, andthe vertex of the first classification and the vertex of the secondclassification are indicated in the pattern image 110 in FIG. 7A andFIG. 7B in order to show how the pattern is attached corresponding tothe color change image 106, but these are not displayed in fact.

Thus, the character image 104 is displayed on the front of the compositeimage 120, and the composite image 120 is an image obtained by combiningthe color change image 106, the background image 108 and the patternimage 110, and therefore, when the color of the color change image 106changes, the brightness of a part of the background image 108 changes,and further, the pattern of the pattern image 110 rises up.

In this embodiment, each color value Val of the color R, G, B of each ofthe vertices is calculated according to the equation 1. However, in theequation 1, the parameters to be set differ according to whether it is avertex of the first classification or a vertex of the secondclassification and the color R, G or B of the color value Val to becalculated. It should be noted that the parameter is acquired from aparameter table (see FIG. 8) that is set in advance.

Val=A*cos θ+A+Min

A=(Max−Min)/2

θ=f*Deg+isou_x*x+isou_y*y+isou  [Equation 1]

here, A denotes an amplitude of the cosine function, Max denotes amaximum value of A*cos θ, Min denotes a minimum value of A*cos θ, fdenotes a coefficient for setting a frequency of color change and Degdenotes a gyro angle. This coefficient f is the wave number of thecosine waveform (the number of times the wave goes up and down) duringthe gyro angle Deg is rotated once. Moreover, the gyro angle Deg isconverted into an angle (phase) by multiplying the coefficient f.However, in this embodiment, an average value of the gyro angle X, thegyro angle Y and the gyro angle Z is used for the gyro angle Degaccording to the parameter table.

Moreover, isou_x is a coefficient for converting the X coordinate of thevertex that the color value Val is to be calculated into an angle(phase), and isou_y is a coefficient for converting the Y coordinate ofthe vertex concerned into a phase. In addition, isou is an initial phaseof the cosine function.

As shown also in the equation 1, the color value Val is determined usinga trigonometric function that is changed cyclically. Moreover, the phaseθ (theta) of trigonometric function is determined based on the gyroangle Deg and the position (x, y) of the vertex. Therefore, the colorvalue is calculated so as to change according to a transition that isdetermined in advance in accordance with the attitude of the gameapparatus 10 and the position (display position) in the color changeimage 106. However, if the display position in the color change image106 differs even when the attitude of the game apparatus 10 is notchanged, a color is changed cyclically. Moreover, if the attitude of thegame apparatus 10 is changed even when the display position in the colorchange image 106 is the same, a color is changed cyclically. That is,even if it is a vertex of the same classification, the color value Valof each of the color R, G, B is changed cyclically according todifferences in the attitude of the game apparatus 10 or/and the displayposition in the color change image 106.

In addition, as shown in the equation 1, a reason why the amplitude Aand the minimum value Min are added in an equation for calculating thecolor value Val is in order to attach no color when the color value Valis equal to or less than a predetermined value (in this embodiment “0”).However, in this embodiment, when not attaching a color, the color valueis set to “0”. Moreover, the color value Val is calculated between“0”-“1”, and this is converted into a numerical value (8-bit data) of“0”-“255”. For example, when all the color values of the color R, G, Bof the vertex are “0”, black is set (attached) to this vertex. Moreover,when all the color values of the color R, G, B of the vertex are “255”,white is set to this vertex. Therefore, as each color value of R, G, Bincreases, the color of the vertex approaches white and becomesbrighter.

FIG. 8 shows the above-described parameter table. Specific numericalvalues in the parameter table are an example selected (determined)through tests by developers in order to display the card object 102 in amanner that the card object 102 shines, like a glittering card.

For example, when calculating the color value Val of the color R aboutthe vertex of the first classification, according to the parametertable, the average value of three gyro angles is used in the equation 1,whereby “−1” is set as the minimum Min, “0.2” is set as the maximum Max,“30” is set as the coefficient f, “60” is set as the initial phase isou,“80” is set as coefficient isou_x, and “80” is set as coefficientisou_y.

Moreover, when calculating the color value Val of the color G about thevertex of the second classification, according to the parameter table,the average value of three gyro angles is used in the equation 1,whereby “−1.6” is set as the minimum Min, “0.5” is set as the maximumMax, “50” is set as the coefficient f, “240” is set as the initial phaseisou, “15” is set as coefficient isou_x, and “10” is set as coefficientisou_y.

In addition, although description is omitted, the parameters accordingto the classification of the vertex and the color are set in theequation for other cases as similar to the above-described case.

FIG. 9 is a waveform chart showing a part of an example of a change of acolor value Val with respect to a phase θ (theta) when settingparameters to the equation 1 according to the parameter table. In thiswaveform, the amplitude A is calculated using the maximum value Max andthe minimum value Min, and the color value Val is determined accordingto the value of the phase θ. However, among the parameters fordetermining the phase θ, the coefficient f, the initial phase isou, thecoefficient isou_x, and the coefficient isou_y are also acquired fromthe parameter table.

As shown also in the equation 1, the waveform (cosine waveform) istranslated toward the plus side (upward) by an amount determined by theamplitude A and the minimum value Min. In FIG. 9, it is indicated by awhite arrow mark that a parallel displacement of the waveform isperformed.

As described above, since the color value Val is 0-1, in the waveformshown in FIG. 9, a color corresponding to each color value Val of thecolor R, G, B is attached to a vertex located at the coordinates (x, y)when the phase θ falls within a range of the hatched portion. However,in this embodiment, even when the color value Val is less than 0, thecolor value Val is determined to be 0. In this case, since a state wherethe color value is 0 continues in a predetermined range, it is possibleto set so that a color cyclically appears or disappears. Thus, bysetting the above-described parameter, not only a sine wave but variouspatterns that change cyclically are realizable.

FIG. 10-FIG. 12 show tables (tables of a calculation result) indicatingthe color value of the color R, G, B of each of the vertices of eachdivided region 106 a (polygon) in the color change image 106 calculatedaccording to the equation 1, when the card object 102 shown in FIG. 3Ais displayed. Corresponding to the coordinates of each of the vertices,each color value of the color R, G, B is described in the calculationresult table. However, in the calculation result table, each color valueis described as a value obtained by converting the color value Val intoa numeral value in “0”-“255”. Moreover, vertices having the X coordinateof “6”, “8” and “10” and the Y coordinate of “0”-“9” are omitted sinceall the color values of the color R, G, B are “0”.

In FIG. 10-FIG. 12, vertices having color values of the hatched color R,G, B correspond to the center point of the rhombus region shown in FIG.3A. As shown in FIG. 10 and FIG. 11, all the color values of the colorR, G, B are the same at the coordinates (3, 7), (5, 5) and (7, 3) of thevertices. Moreover, as shown in FIG. 11 and FIG. 12, all the colorvalues of the color R, G, B are the same at the coordinates (7, 7), (9,5), (11, 3) and (13, 1) of the vertices. However, even if the colorvalues of the color R, G, B of a plurality of vertices are all the samein the color change image 106, if the color values of correspondingpositions (pixels) in the background image 108 and the pattern image 110differ, the color and the brightness of the pixel corresponding to eachof the vertices in the composite image 120 differ.

In addition, although illustration is omitted, the color value of thecolor R, G, B of each of the vertices of each divided region 106 a inthe color change image 106 is calculated about the card object 102 shownin FIG. 3B, FIG. 4A and FIG. 4B in a similar manner.

For example, FIG. 13 shows a part of the calculation result tableindicating the color value of the color R, G, B of each of the verticesof each divided region 106 a in the color change image 106 calculatedaccording to the equation 1, when the card object 102 shown in FIG. 3Bis displayed.

Moreover, FIG. 14 shows a part of the calculation result tableindicating the color value of the color R, G, B of each of the verticesof each divided region 106 a in the color change image 106 calculatedaccording to the equation 1, when the card object 102 shown in FIG. 4Ais displayed.

FIG. 13 and FIG. 14 show the calculation results of the color valuesabout vertices having the X coordinates of “5”-“8” and the Y coordinatesof “0”-“8” in the color change image 106.

As shown in FIG. 13, in case of the image of the card object 102 of FIG.3B, since an attitude is changed from the first attitude to the secondattitude, when noting a vertex (5, 5), the color value of the color R,G, B is changing (decreasing), for example. Therefore, it is understoodthat even if it is the same display position (coordinates), the color ofthe color change image 106 changes when an attitude changes. Therefore,the color (brightness) of the card object 102 also changes.

Moreover, although omitted in FIG. 10-FIG. 12, at the first attitude,all the color values are “0” in the rows with the X coordinate of “6”and of “8”, as shown in FIG. 13, at the second attitude, in the row withthe X coordinate of “6”, the color values of a part of the color G and apart of the color B are larger than “0”, and in the row with the Xcoordinate of “8”, the color values of all the color G and most of thecolor B are larger than “0”. Moreover, in also the row with the Xcoordinate of “7”, in a part thereof, the color values are changed tovalues larger than “0”.

At the second attitude, the row with the X coordinate of “6”-“8”corresponds to a part of the band-like bright portion of the image ofthe object card 102 shown in FIG. 3B, and it is understood also from thecalculation result of the color value that the band-like bright portionappears in response to the change from the first attitude to the secondattitude.

Moreover, in case of the image of the card object 102 of FIG. 4A, asshown in FIG. 14, since an attitude is changed from the second attitudeto the third attitude, when noting the row with the X coordinate of “5”,it is understood that the color value is changed in part to a valuelarger than “0”.

Moreover, when noting the row with the X coordinate of “6”, although thecolor value of the color R is not changed, the color values of the colorG and the color B that were approximately “0” at the second attitudechange to values larger than “0”, and the color values of the color Gand the color B that were values larger than “0” change to “0”.

Furthermore, when noting the row with the X coordinate of “7”, the colorvalues with the Y coordinate of “6”-“8” were values larger than “0” atthe second attitude, but change to “0” on the whole. Moreover, whennoting the row with the X coordinate of “8”, although the color value ofthe color R is not changed, the color values of the color G and thecolor B that were values larger than “0” at the second attitude changeto “0” on the whole.

In the third attitude, the band-like bright portion is moved to a leftside in comparison with a case of the second attitude, so that in theimage of the card object 102 shown in FIG. 4A, a portion correspondingto the row with the X coordinate of “6”-“8” becomes slightly darker incomparison with a case of the second attitude. This can also beunderstood from the above-described calculation result of the colorvalue.

FIG. 15 is an illustration view showing a non-limiting example memorymap 300 of the RAM 22 of the game apparatus 10 shown in FIG. 1. As shownin FIG. 15, the RAM 22 includes a program storage area 302 and a datastorage area 304. The program storage area 302 is stored with aninformation processing program such as an application program of thegame of this embodiment, and the information processing program,includes a main processing program 302 a, an image generation program302 b, an image display program 302 c, an angular velocity detectionprogram 302 d, an angle calculation program 302 e, a color calculationprogram 302 f, etc.

The main processing program 302 a is a program for processing a mainroutine of game processing of the game of this embodiment. The imagegeneration program 302 b is a program for generating data (game imagedata) of game images (a game screen, a card display screen 100, etc.)using image generation data 304 b. The image display program 302 c is aprogram for outputting the game image data generated according to theimage generation program 302 b to the display device 36. Therefore, thegame image corresponding to the game image data is displayed on thedisplay device 36.

The angular velocity detection program 302 d is a program for detectingangular velocity data 304 d about the angular velocities aroundrespective axes that are output from the gyro sensor 26, and for storingthe same in the data storage area 304. The angle calculation program 302e is a program for calculating angle data 304 e using the angularvelocity data 304 d detected according to the angular velocity detectionprogram 302 d. Specifically, the angle calculation program 302 ecalculates respective angles (gyro angle) in the pitch direction, theyaw direction and the roll direction from the angular velocity data 304d, calculates an average value of three angles, and stores angle data304 e corresponding to the average value in the data storage area 304.

The color calculation program 302 f is a program for calculating thecolor values of the color R, G, B of each of the vertices of eachdivided region 106 a of the color change image 106, respectively.According to this color calculation program 302 f, as described above,the parameters according to the first classification and the secondclassification are set to the equation 1 in accordance with theparameter table, and using the equation 1 having been set with theparameters, the color value Val of the color R, G, B of each of thevertices is calculated. Therefore, the calculation result table asdescribed above is obtained.

Although illustration is omitted, the program storage area 302 is alsostored with other programs such as a program for saving (storing) gamedata (save data) in the flash memory 24, a sound outputting program forgenerating and outputting sounds required for the game, etc.

The data storage area 304 is provided with an operation input databuffer 304 a. Moreover, the data storage area 304 is stored with theimage generation data 304 b, the parameter data 304 c, the angularvelocity data 304 d, the angle data 304 e, the color data 304 f, etc.

The operation input data buffer 304 a is an area for temporarily storingoperation data from the input device 30. When received by the CPU 20,the operation data is stored in the operation input data buffer 304 a intime series, and is erased when used for the processing of the CPU 20.

The image generation data 304 b includes image data for generating thegame image data, such as polygon data, texture data, etc. The parameterdata 304 c is data for the parameter table shown in FIG. 8.

The angular velocity data 304 d is data of the angular velocity about apitch angle, a yaw angle and a roll angle output from the gyro sensor26. The angle data 304 e is data about the average value of respectiveangles in the pitch direction, the yaw direction and the roll directioncalculated based on the angular velocity data 304 d. The color data 304f is data of the color value about the color R, G, B of the vertex ofeach divided region 106 a (polygon) of the color change image 106.Specifically, this is data about the calculation result table as shownin FIG. 10-FIG. 12.

Although illustration is omitted, the data storage area 304 is storedwith other data, and provided with a flag(s) and a counter(s) (timer(s))required for the game processing (information processing).

FIG. 16 is a flow chart showing a non-limiting example entire processingby the CPU 20 that is provided in the game apparatus 10 shown in FIG. 1.

In addition, processing of respective steps of flowchart of FIG. 16(also in FIG. 17 and FIG. 18) are mere example, and if the same orsimilar effect (result) is obtained, an order of the steps may beexchanged. Moreover, in this embodiment, basically, it is assumed thatthe CPU 20 executes the processing of each step of the flowcharts shownin FIGS. 16-FIG. 18; however, some steps may be executed by aprocessor(s) or a dedicated circuit(s) other than the CPU 20.

If the power supply of the game apparatus 10 is turned on, prior toexecuting the entire processing, the CPU 20 executes a boot programstored in a boot ROM not shown, whereby respective units such as the RAM22 can be initialized. Then, the game program stored in the flash memory24 etc. is read and written in the RAM 22, and execution of the gameprogram concerned is started by the CPU 20.

As shown in FIG. 16, if the game processing is started, the CPU 20performs initial processing in a step S1. In the initial processing, forexample, the CPU 20 constructs a virtual game space for generating anddisplaying the game image, arranges respective characters or objectssuch as the player object 102 appearing in this virtual space in initialpositions, and arranges virtual objects appearing in the game space,such as the ground object, the building objects, the plants objects,etc. in predetermined positions. Furthermore, the CPU 20 sets initialvalues of the various parameters to be used in the game processing.

Subsequently, the CPU 20 acquires various kinds of data transmitted fromthe input device 30 in a step S3, and performs game control processingin a step S5. For example, the CPU 20 moves a player character or/andmakes a player character perform an arbitrary action according to theoperation data. Moreover, the CPU 20 moves an enemy character or/andmakes the enemy character perform an arbitrary action, without followingthe operation data. Furthermore, the CPU 20 determines victory or defeator ranking of the player character or/and determines the game clear orgame over. Furthermore, the CPU 20 moves a position or/and direction ofa virtual camera according to the operation data. However, normally, thevirtual camera is arranged in the virtual space so as to gaze at theplayer character and follow the player character while maintaining apredetermined distance, and when changing the position or/and directionby instructions of the player, the virtual camera is arranged in aposition or/and direction after changed.

In a next step S7, the CPU 20 and the GPU perform generation processingof the game image for displaying on the display device 36. Brieflydescribed, the CPU 20 and the GPU read data representing a result of thegame control processing in the step S5 from the RAM 22, and read datanecessary for generating the game image from the VRAM to generate a gameimage. For example, when generating the game image, under instructionsof the CPU 20, the GPU arranges the player character at a currentposition in the virtual space, and arranges a non-player character suchas the enemy object. Furthermore, the GPU arranges (generates) thevirtual object according to the current position of the playercharacter. Therefore, a certain scene (sight) is generated. An image(imaged image) that this scene is viewed from the virtual camera isgenerated as the game image. Moreover, when displaying the card displayscreen 100 as described above as the game image, color calculationprocessing of a card as shown in FIG. 17 is performed in this step S7.

Subsequently, in a step S9, a game sound is generated. For example, thegame sound is a sound required for the game, such as a voice (imitativevoice) of the player character, a sound effect, BGM, etc. Then, theimage data corresponding to the game image is output to the displaydevice 36 in a step S11, and the game sound is output to the speaker 38via the D/A converter 34 in a step S13. Therefore, while the game imageis displayed on the display device 36, the game sound is output from thespeaker 38.

Then, the CPU 20 determines in a step S15 whether the game is to beended. Determination in the step S15 is performed, for example, based onwhether the game is over or whether the player gives an instruction tostop the game. If “NO” is determined in the step S15, that is, if notending the game, the process returns to the step S3. If “YES” isdetermined in the step S15, that is, if ending the game, the gameprocessing is terminated.

FIG. 17 and FIG. 18 are flow charts showing a non-limiting example colorcalculation processing performed in the game image generation processingin the step S7 shown in FIG. 16. As described above, this colorcalculation processing is performed by the CPU 20 when generating thegame image for the card display screen 100.

As shown in FIG. 17, when color calculation processing is started, theCPU 20 acquires, in a step S51, the angular velocity data 304 d for eachof the pitch angle, the yaw angle and the roll angle output from thegyro sensor 26, and stores in the data storage area 304. In a next stepS53, the angle data 304 e is calculated and stored in the data storagearea 304. Here, with reference to the angular velocity data 304 d, theCPU 20 expresses the angles of the pitch direction, the yaw directionand the roll direction with a degree measure, and calculates the averagevalue of the three angles (gyro angles). Data corresponding to thisaverage value is the angle data 304 e.

Subsequently, in a step S55, a variable i, a variable j and a variable kare initialized (i=0, j=0, k=0). However, the variable i and thevariable j are variables for designating the two-dimensional coordinatesof each vertex of the color change image 106, and the variable icorresponds to the X coordinate (X component) and the variable jcorresponds to the Y coordinate (Y component). Therefore, in the stepS55, the coordinates (0, 0) of the vertex at the upper left of the colorchange image 106 are designated. Moreover, the variable k is a variablefor designating a color, and in this embodiment, k=0 corresponds to thecolor R, k=1 corresponds to the color G, and k=2 corresponds to thecolor B.

In a next step S57, the average value of the gyro angles and theposition are set in the equation 1. However, the gyro angle is indicatedby the angle data 304 e calculated in the step S53. Moreover, asdescribed above, the position is designated by the variable i and thevariable j. Then, in a step S59, it is determined whether it is thevertex of the first classification. Here, the CPU 20 determines whetherthe coordinates designated by the variable i and the variable j arecoordinates of the vertex of any one of a plurality of vertices shownwith white circles in FIG. 6B. The coordinates of a plurality ofvertices indicated by white circles are as described above and stored inthe data storage area 304, for example.

If “YES” is determined in the step S59, that is, if it is the vertex ofthe first classification, in a step S61, a parameter of a color that isdetermined by the variable k for the first classification is set in theequation 1, and the color value of the color that is designated by thevariable k is calculated in a step S63, and the calculated color valueis stored in a step S65. However, in the step S65, the color value Valthat is calculated in the step S63 is stored after converted into thenumerical value of 0-255 (8-bit data). Moreover, in the step S65, forthe coordinates (i, j), data of the color value of the color designatedby the variable k is stored as a part of the color data 304 f in thedata storage area 304. These are the same also for a step S75 describedlater.

Then, it is determined, in a step S67, whether the variable k is “2”. If“YES” is determined in the step S67, that is, if the variable k is “2”,it is determined that the color value of the color R, G, B of the vertexdesignated by the coordinates (i, j) have been calculated, and theprocess proceeds to a step S 81 shown in FIG. 18. On the other hand, if“NO” is determined in the step S67, that is, if the variable k is not“2”, in a step S69, the variable k is incremented (k=k+1), and theprocess returns to the step S61. Therefore, the calculation processingof the color value for next color G or B is performed.

Moreover, if “NO” is determined in the step S59, that is, if it is thevertex of the second classification, in a step S71, a parameter of acolor that is determined by the variable k for the second classificationis set in the equation 1, and the color value of the color that isdesignated by the variable k is calculated in a step S73, and thecalculated color value is stored in a step S75.

Then, it is determined, in a step S77, whether the variable k is “2”. If“YES” is determined in the step S77, that is, if the variable k is “2”,the process proceeds to the step S81. On the other hand, if “NO” isdetermined in the step S77, that is, if the variable k is not “2”, in astep S79, the variable k is incremented, and the process returns to thestep S71.

As shown in FIG. 18, in the step S81, it is determined whether thevariable j is “8”. That is, the CPU 20 determines whether the colorvalues for all the vertices indicated by the X coordinate indicated bythe variable i have been calculated. If “NO” is determined in the stepS81, that is, if the variable j is not “8”, the variable j isincremented (j=j+1) in a step S83, and the process returns to the stepS59 shown in FIG. 17. Therefore, the color value calculation processingof the vertices of a next column in the same row is executed. On theother hand, if “YES” is determined in the step S81, that is, if thevariable j is “8”, it is determined whether the variable i is “14” in astep S85. That is, the CPU 20 determines whether the color values forall the vertices (135 pieces) included in the color change image 106have been calculated. Specifically, the CPU 20 determines whether thecalculation result table is completed.

If “NO” is determined in the step S85, that is, if the variable i is not“14”, the variable i is incremented (i=i+1) and “0” is set to thevariable j (j=0) in a step S87, and the process returns to the step S59.Therefore, the color calculation processing for the vertex of eachcolumn in a next row is executed. On the other hand, if “YES” isdetermined in the step S85, that is, if the variable i is “14”, it isdetermined that the color values have been calculated for all thevertices, and in a step S89, a color other than the vertex of thepolygon is interpolated in a dedicated circuit of the image generationcircuit 32, and the process returns to the game processing (game imagegeneration processing in the step S 7) shown in FIG. 16. Therefore, thecolor according to the calculated color value is attached to each of thevertices of each divided region 106 a (polygon), and the color changeimage 106 that the colors other than each of the vertices areinterpolated is generated, and the image of the card object 102 isgenerated. Then, the card display screen 100 as shown in FIG. 2 isdisplayed on the display device 36.

According to this embodiment, since the color of the color change imageis cyclically changed in accordance with the attitude of the gameapparatus and the position of each vertex of each divided region in thecolor change image, it is possible to display the game image so as toshine glitteringly in accordance with the relative positionalrelationship between the display device and the player. Therefore, forexample, it is possible to display the card object that looks like aglittering card. Thus, it is possible to show the character such as agame character displayed on the card object luxuriously according to theway of viewing of the player.

In addition, although the composite image that combines the backgroundimage, the color change image and the pattern image each being thetwo-dimensional image is generated and the card object that thecomposite image is arranged on the back side of the character image isdisplayed on the display device, it does not need to be limited to this.For example, a card object includes the character image, the colorchange image, the background image and the pattern image may be drawn(generated) in a three-dimensional virtual game space, converted intoscreen coordinates, and displayed on the display device.

Moreover, although the card object is displayed so as to shineglitteringly in this embodiment, it does not need to be limited to this.Only the background of the game image may be displayed as glittery, andthe character or object that is desired to express gorgeously isdisplayed on the front of the background.

Furthermore, although the attitude of the game apparatus or the displaydevice is detected based on the output of a gyro sensor in thisembodiment, it does not need to be limited to this. For example, insteadof the gyro sensor, an acceleration sensor can be used. Since a methodof detecting the attitude of the game apparatus based on acceleration isknown, a detailed description is omitted. Moreover, an image sensor canbe also used. In such a case, if a face of the player that uses the gameapparatus is recognized from an image that is imaged by a camera, aposition or attitude (direction) of the game apparatus (display device)with respect to the face of the player can be detected. In such a case,for example, a case where the player is facing (directly facing) thegame apparatus (display device) is supposed as the reference position ofthe game apparatus (display device), and the position or attitude of thegame apparatus (display device) can be detected. On the contrary, theimage may be changed according to the position when the player moves theface while not moving the game apparatus (display device). In any case,it is possible to change the image according to the relative positionalrelationship between the display device and the player. That is, thedisplay changes depending on the way of viewing from the player, and itis possible to express luxurious looks like an actual hologram card or akira card.

Furthermore, although the angle about each axis of the three axes isdetected using a three axes gyro sensor in this embodiment, it is notnecessary to be limited to this. The angle around any one axis or anytwo axes may be detected. However, when detecting the angles around thetwo axes, an average value thereof is used for calculation of the colorvalue.

Furthermore, in this embodiment, in order to set the colors of the colorchange image so as to be changed by the transition that is determined inadvance in accordance with the attitude of the game apparatus and theposition of each vertex of each divided region in the color changeimage, the cosine function that changes cyclically is used, but it doesnot need to be limited to this. As long as the color changes so as totransition, other mathematical functions or other algorithms can beused. As an example of other functions, a sine function can be used.Moreover, as long as it is a cyclically changing function, for example,a function of another waveform such as a cycloid or a triangular wavecan be used.

Although the brightness of the background image on the back side of thecharacter image is changed in this embodiment, not only the backgroundimage but also a part of the character image may be changed inbrightness. In such a case, for example, it is possible to make a partof the character image transparent or translucent so that the change inthe brightness of the background image appears in that part.Alternatively, a part of the character image may be displayed as abackground image, and the brightness of the background image may bechanged. In this way, for example, a part of the body of the character,a decorative item worn by the character, a weapon or an item possessedby the character, etc. can be shiny with the background.

Furthermore, although this embodiment is explained on a case where aportable game apparatus or portable terminal is used for game play, itis needless to say that other portable terminal such as a notebook PC, aPDA, a tablet PC, etc. can also be used.

Moreover, not limited to the portable game apparatus or the like, it ispossible to us other equipment such as a stationary type game apparatus,desktop PC, etc. However, when using other equipment such as astationary type game apparatus, desktop PC, etc., the color value of thecolor change image is changed according to that the player changes anattitude of a controller.

Therefore, in such a case, a gyro sensor is incorporated in thecontroller (input device). However, changing the attitude of thecontroller may include operating a direction input key such as ajoystick or a cross key provided in the controller. In such a case, thegyro sensor is unnecessary.

Moreover, when the display device is provided on the controller that iscommunicably connected to game apparatus via a cable or wirelessly, apredetermined image such as a card object may be displayed on thedisplay device so as to shine brightly on the basis of the attitude ofthe controller or the display device provided in the controllerconcerned.

In addition, the content of the game, the structure of the gameapparatus and the specific numerical values are mere exemplification,and should not be limited, and can be changed suitably according toactual products.

Although certain example systems, methods, storage media, devices andapparatuses have been described herein, it is to be understood that theappended claims are not to be limited to the systems, methods, storagemedia, devices and apparatuses disclosed, but on the contrary, areintended to cover various modifications and equivalent arrangementsincluded within the spirit and scope of the appended claims.

What is claimed is:
 1. A non-transitory computer readable storage mediumstoring an information processing program to be executed by a computerof an information processing apparatus that displays a first image on adisplay portion, wherein the information processing program causes oneor more processors of the computer to perform: an attitude calculationstep in which an attitude of an apparatus that a user operates iscalculated; a color control step in which a color is set for a displayobject so as to change according to a predetermined transition inaccordance with an attitude and a display position or a position withinthe display object; and an image generation step in which the firstimage including the display object is generated.
 2. The storage mediumaccording to claim 1, wherein the color control step causes the one ormore processors to set a color so as to change cyclically according tothe attitude and the display position or the position within the displayobject.
 3. The storage medium according to claim 2, wherein the colorcontrol step causes the one or more processors to set a color based on asine function or a cosine function that adds a parameter indicating theattitude and the display position or the position within the displayobject to a phase.
 4. The storage medium according to claim 3, whereinthe color control step causes the one or more processors not to set acolor when a value of a sine function or a cosine function is equal toor less than a predetermined value.
 5. The storage medium according toclaim 1, wherein the color control step causes the one or moreprocessors to set a color based on a predetermined transition for eachcolor component.
 6. The storage medium according to claim 1, wherein theimage generation step causes the one or more processors to generate thefirst image including a second image of a character in addition to thepredetermined display object.
 7. The storage medium according to claim1, wherein the image generation step causes the one or more processorsto generate the first image so that a third image is combined with acolor that is set in the color control step with respect to the displayobject.
 8. The storage medium according to claim 1, wherein the displayobject is constituted of a polygon model in a virtual space, and thecolor control step causes the one or more processors to determine acolor of each of vertices of polygons of the display object based on apredetermined transition and to determine colors of other portionsthrough interpolation between vertices.
 9. The storage medium accordingto claim 8, wherein a plurality of correspondence relationships of acolor corresponding to the attitude and a vertex position aredetermined, and the color control step causes the one or more processorsto determine a color corresponding to the attitude and the vertexposition based on one of the correspondence relationships determined foreach vertex.
 10. The storage medium according to claim 9, wherein thecorrespondence relationship is set so that a color is cyclically changedbased on the attitude and the vertex position, and among the pluralityof correspondence relationships, at least two of the correspondencerelationships are different in a frequency of a color change.
 11. Thestorage medium according to claim 1, wherein the predetermined apparatusis an information processing apparatus.
 12. A non-transitory computerreadable storage medium storing an information processing program to beexecuted by a computer of an information processing apparatus thatdisplays a first image on a display portion, wherein the informationprocessing program causes one or more processors of the computer toperform: a relative position calculation step in which a relativepositional relationship between a display portion and a user iscalculated; a color control step in which a color is set for a displayobject so as to change according to a predetermined transition inaccordance with the relative positional relationship and a displayposition or a position within the display object; and an imagegeneration step in which the first image including the display object isgenerated.
 13. An information processing apparatus that displays a firstimage on a display portion, comprising: an attitude calculation portionconfigured to calculate an attitude of an apparatus that a useroperates; a color control portion configured to set a color for adisplay object so as to change according to a predetermined transitionin accordance with an attitude and a display position or a positionwithin the display object; and an image generation portion configured togenerate the first image including the predetermined display object. 14.An information processing system that displays a first image on adisplay portion, comprising: an attitude calculation portion configuredto calculate an attitude of an apparatus that a user operates; a colorcontrol portion configured to set a color for a display object so as tochange according to a predetermined transition in accordance with anattitude and a display position or a position within the display object;and an image generation portion configured to generate the first imageincluding the display object.
 15. An information processing method of acomputer that displays a first image on a display portion, wherein thecomputer performs steps of: (a) calculating an attitude of an apparatusthat a user operates; (b) setting a color for a display object so as tochange according to a predetermined transition in accordance with anattitude and a display position or a position within the display object;and (c) generating the first image including the display object.